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zero-dependency cross-platform builder for LÖVE to export games to Windows, MacOS, and Linux

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löve-build

An app (built in LÖVE!) for quickly packaging LÖVE games for distribution, based off the most recent comments in this issue.

The goal is to make something eventually maintained by the LÖVE team that can let new developers build their games cross-platform from their own machine in a single step - with zero dependencies and no need for VMs.

This app will build + export your game for LÖVE (.love), Windows (.exe), MacOS (.app), and Linux (.zip) - regardless of the platform you're developing on!

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Usage

First you will need to setup a build.lua file in the root of your project:

return {
  
  -- basic settings:
  name = 'SuperGame', -- name of the game for your executable
  developer = 'CoolDev', -- dev name used in metadata of the file
  output = 'dist', -- output location for your game, defaults to $SAVE_DIRECTORY
  version = '1.1a', -- 'version' of your game, used to name the folder in output
  love = '11.5', -- version of LÖVE to use, must match github releases
  ignore = {'dist', 'ignoreme.txt'}, -- folders/files to ignore in your project
  icon = 'resources/icon.png', -- 256x256px PNG icon for game, will be converted for you
  
  -- optional settings:
  use32bit = false, -- set true to build windows 32-bit as well as 64-bit
  identifier = 'com.love.supergame', -- macos team identifier, defaults to game.developer.name
  libs = { -- files to place in output directly rather than fuse
    windows = {'resources/plugin.dll'}, -- can specify per platform or "all"
    all = {'resources/license.txt'}
  },
  hooks = { -- hooks to run commands via os.execute before or after building
    before_build = 'resources/preprocess.sh',
    after_build = 'resources/postprocess.sh'
  }
  platforms = {'windows'} -- set if you only want to build for a specific platform
  
}

Then download the build application for your OS from the releases page.

To use the app directly, simply run it. You will see a screen prompting you to drag your main.lua file into the app - doing so will start the build process and export your game, opening the export location when finished. A build.log file will also be created to view any errors (see Troubleshooting for common issues).

You can view the example-project in this repository for an example setup/config.

Note: First time builds will be slower due to downloading and caching LÖVE source files - after that it'll be much faster!


Command Line

If you want to run via CLI, the application accepts an argument which is the full path to your main.lua file:

Windows => build.exe FULL/PATH/TO/main.lua
MacOS => build/Contents/MacOS/love FULL/PATH/TO/main.lua
Linux => build.AppImage FULL/PATH/TO/main.lua

You can also pass a second option to specify the target platforms you want - by default all platforms are specified (windows,macos,linux), but if you want to only build for one specific platform you can do so like:
build.exe FULL/PATH/TO/main.lua windows


Cross-Platform Building

Regardless of the platform you run the builder from it will export your game to all 3 platforms.
These will each be put in their own .zip file inside the output/version folder specified by your build.lua.

Build From Windows MacOS Linux
Windows ✓^
MacOS ✓^
Linux ✓^

^ Linux builds are currently a 'basic' export, not an AppImage - chmod+run the AppRun file to run

Note: MacOS builds are not signed so are not suitable for AppStore distribution


Troubleshooting

These are the common errors you might see when building.
You can view the logs inside output/version/build.log after running the builder.

Error Info
Failed to mount project path The project path isn't readable by the executable
Failed to mount output path The output path isn't read/writeable by the executable
No build.lua file in project root The path given doesn't have a build.lua
Invalid build.lua file in project root The build.lua in the project doesn't return a valid table
No main.lua file in project root The path you provided doesn't have a main.lua
Path must be to your game's "main.lua" file The path given doesn't lead to a main.lua file
Failed to create .lovefile Failed to create lovefile, check logs for info
Source download failed Failed to download release from github
Source file must be supplied to build this version Specificed version doesn't have a release on github
Fatal Error! Something triggered love.errorhandler - check build.log

Note: If you want to build with 12.0 you'll need to provide the source zips yourself in the %appdata%/love-build/cache directory, you can download the builds from the latest successful workflow action, as the main branch on Github is on version 12. I would recommend building with 11.5 first to see the expected files in your cache.


Todo

.AppImages for Linux export
Currently the love-squashfs lib handles decompressing squashfs binaries fine, however resquashing them has an issue I'm working on. At the moment the Linux export just uses the same AppImage directory format with a AppRun entrypoint and fused binary, which will work fine for most distros so no harm there (and also works a bit better for Steam distribution)

Once the lib issues are fixed we'll be able to export as a proper .AppImage if needed, but I think we should still keep the -linux.zip output as an option for people who want it, similar to the additional 32bit option windows has.

Windows.exe metadata
The current love-exedit module is very basic and only lets you modify ICON resources at the moment. I've made some work on parsing the VERSION_INFO to change the name/description, but it still needs finishing off and writing the name/version changes before all the metadata stuff is finished.

See todo.md for stuff planned in future

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zero-dependency cross-platform builder for LÖVE to export games to Windows, MacOS, and Linux

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